Files
wehub-resource-sync 85453da49f
regression / regression-shards (style-16-prod style-9-prod style-17-prod iframe-render-compat variables-prod mp4-h265-sdr, shard-4) (push) Has been cancelled
regression / regression-shards (style-4-prod style-11-prod style-2-prod animejs-adapter typegpu-adapter parallel-capture-regression, shard-5) (push) Has been cancelled
regression / regression-shards (style-7-prod style-8-prod style-10-prod css-spinner-render-compat webm-transparency mp4-h264-sdr webm-vp9, shard-3) (push) Has been cancelled
regression / regression-shards (sub-composition-video style-18-prod raf-ball-render-compat font-variant-numeric sub-comp-t0 sub-comp-id-selector, shard-7) (push) Has been cancelled
Windows render verification / Detect changes (push) Has been cancelled
Windows render verification / Preflight (lint + format) (push) Has been cancelled
Windows render verification / Render on windows-latest (push) Has been cancelled
Windows render verification / Tests on windows-latest (push) Has been cancelled
CI / Detect changes (push) Has been cancelled
CI / Build (push) Has been cancelled
CI / Lint (push) Has been cancelled
CI / Fallow audit (push) Has been cancelled
CI / Format (push) Has been cancelled
CI / Typecheck (push) Has been cancelled
CI / Test (push) Has been cancelled
CI / Producer: integration tests (push) Has been cancelled
CI / Producer: unit tests (push) Has been cancelled
CI / File size check (push) Has been cancelled
CI / Test: skills (push) Has been cancelled
CI / Skills: manifest in sync (push) Has been cancelled
CI / CLI: npx shim (macos-latest) (push) Has been cancelled
CI / CLI: npx shim (ubuntu-latest) (push) Has been cancelled
CI / CLI: npx shim (windows-latest) (push) Has been cancelled
CI / SDK: unit + contract + smoke (push) Has been cancelled
CI / Test: runtime contract (push) Has been cancelled
CI / Studio: load smoke (push) Has been cancelled
CI / Smoke: global install (push) Has been cancelled
CI / CLI smoke (required) (push) Has been cancelled
CI / Semantic PR title (push) Has been cancelled
Player perf / Detect changes (push) Has been cancelled
Player perf / Preflight (lint + format) (push) Has been cancelled
Player perf / player-perf (push) Has been cancelled
Player perf / Perf: drift (push) Has been cancelled
Player perf / Perf: fps (push) Has been cancelled
Player perf / Perf: parity (push) Has been cancelled
Player perf / Perf: scrub (push) Has been cancelled
Player perf / Perf: load (push) Has been cancelled
preview-regression / Detect changes (push) Has been cancelled
preview-regression / Preflight (lint + format) (push) Has been cancelled
preview-regression / Preview parity (push) Has been cancelled
preview-regression / preview-regression (push) Has been cancelled
regression / regression (push) Has been cancelled
regression / Detect changes (push) Has been cancelled
regression / Preflight (lint + format) (push) Has been cancelled
regression / regression-shards (hdr-regression style-5-prod style-3-prod mov-prores, shard-1) (push) Has been cancelled
regression / regression-shards (overlay-montage-prod style-12-prod chat missing-host-comp-id png-sequence portrait-edge-bleed, shard-6) (push) Has been cancelled
regression / regression-shards (style-13-prod style-6-prod vignelli-stacking gsap-letters-render-compat audio-mux-parity, shard-8) (push) Has been cancelled
regression / regression-shards (style-15-prod hdr-hlg-regression style-1-prod many-cuts vfr-screen-recording render-symlinked-assets, shard-2) (push) Has been cancelled
CodeQL / Analyze (actions) (push) Has been cancelled
CodeQL / Analyze (javascript-typescript) (push) Has been cancelled
CodeQL / Analyze (python) (push) Has been cancelled
Docs / Validate docs (push) Has been cancelled
Sync skills to ClawHub / Publish changed skills (push) Has been cancelled
chore: import upstream snapshot with attribution
2026-07-13 12:58:35 +08:00

165 lines
13 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Beat Direction
How to plan and direct individual scenes (beats) in a multi-scene composition. Read before writing any multi-scene video.
## Contents
- Per-beat direction
- Concept
- Mood direction
- Animation choreography
- Transition
- Depth layers
- SFX cues
- Rhythm planning
- Velocity-matched transitions
---
## Per-Beat Direction
Each beat is a WORLD, not a layout. Before writing CSS specs and GSAP instructions, describe what the viewer EXPERIENCES. The difference between a great storyboard and a mediocre one:
**Mediocre:** "Dark navy background. '$1.9T' in white, 280px. Logo top-left. Wave image bottom-right."
**Great:** "Camera is already mid-flight over a vast dark canvas. The gradient wave sweeps across the frame like aurora borealis — alive, shifting. '$1.9T' SLAMS into existence with such force the wave ripples in response. This isn't a slide — it's a moment."
The first describes pixels. The second describes an experience. Write the second, then figure out the pixels.
Each beat should have:
### Concept
The big idea for this beat in 2-3 sentences. What visual WORLD are we in? What metaphor drives it? What should the viewer FEEL? This is the most important part — everything else flows from it.
### Mood direction
Cultural and design references, not hex codes:
- "Geometric, rhythmic, precise. Think Josef Albers or Bauhaus color studies."
- "Warm workspace. Nice notebook energy, not technical blueprint."
- "Cinematic title sequence. The kind of opening where you lean forward."
### Animation choreography
Specific motion verbs per element — not "it animates in" but HOW. Verbs come from the beat's concept and content, not from an energy bucket. A wellness brand's "slow" beat might still have something that DROPS if the content is about letting go. A stats beat might FLOAT if the brand's identity is weightless.
The vocabulary of motion verbs (organized by physical character, not by energy level):
**Impact / weight:** SLAMS, CRASHES, PUNCHES, STAMPS, SHATTERS, DROPS (with force)
**Directional / deliberate:** SLIDES, PUSHES, PULLS, WIPES, CUTS
**Reveals / builds:** DRAWS, FILLS, GROWS, EXPANDS, ASSEMBLES, COUNTS UP
**Organic / ambient:** FLOATS, DRIFTS, BREATHES, PULSES, ORBITS, MORPHS
**Mechanical / precise:** TYPES ON, CLICKS, LOCKS IN, SNAPS, STEPS
Every element gets a verb. If you can't name the verb, the element is not yet designed. The verb should follow from the beat's concept — not from a lookup of what "high energy" or "low energy" beats use.
For text elements specifically, you can name a deterministic, named effect by ID (e.g. `typewriter`, `kinetic-center-build`, `soft-blur-in`) instead of inventing timing from scratch — the 24-effect vocabulary and how to load it live in `skills/hyperframes-animation/adapters/animate-text.md`.
### Transition
How this beat hands off to the next. Specify the type and parameters.
**When to pick which:**
| Choose shader transition for | Choose CSS transition for | Choose hard cut for |
| ------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------- | -------------------------------------------------------------- |
| Reveals, big reaction shots, product/logo unveils, energy shifts, "wow" moments | Continuous camera-motion beats where the scene feels like one move broken into cuts | Rapid-fire lists, percussive edits on the beat, comedic timing |
| Any moment the music/VO punctuates with a downbeat or SFX hit | Beats that ease from one composition into the next with shared motion vocabulary | Sequences of 3+ quick tempo-matched switches |
| Brand moments where the transition itself _is_ the visual | Minimal/editorial pacing | Anytime a 0.3-0.8s transition would feel too slow |
Rule of thumb: if the beat is the _centerpiece_ of the video, shader-transition into it. If the beat is connective tissue, a CSS crossfade is fine. A brand reel of 5-7 beats usually wants 1-2 shader transitions (the hero reveal + the CTA) — too many flatten their impact.
**Mixing shader and CSS crossfade transitions in one composition is supported.** Omit `shader` on any transition entry to get a smooth opacity crossfade — HyperShader manages all scene visibility regardless. Let HyperShader create the timeline (don't pass a pre-built `timeline:` option) and add all composition tweens to the returned `tl` after `init()`. Config snippet in `skills/hyperframes-animation/transitions/overview.md` → "CSS vs Shader".
**CSS transitions** — 30+ patterns across 13 categories. Full code in `skills/hyperframes-animation/transitions/` (route via `catalog.md`). Pick based on the energy and feel:
| Category | Patterns | Motion character |
| ------------------ | ------------------------------------------------------------------------ | -------------------------------------------------------------------------- |
| **Push / slide** | Push slide, vertical push, elastic push, squeeze | Content moves through the frame as if on a continuous surface |
| **Scale / zoom** | Zoom through, zoom out | Perspective shifts — moving toward or away from content |
| **Radial / clip** | Circle iris, diamond iris, diagonal split | Geometric reveal — content emerges or is covered by a shape |
| **3D** | 3D card flip | Physical — content flips like a tangible object |
| **Dissolve** | Crossfade, blur crossfade, focus pull, color dip | Overlap and blend — both scenes exist simultaneously during the transition |
| **Cover / blinds** | Staggered color blocks, horizontal blinds (6/12 strips), vertical blinds | Structural — content is sliced, layered, or covered |
| **Light** | Light leak overlays, overexposure burn, film burn | Organic film — light bleeds across the frame |
| **Distortion** | Glitch (CSS RGB jitter), chromatic aberration, ripple, VHS tape | Instability — the image itself appears to malfunction |
| **Blur** | Blur through, directional blur | Soft defocus — content blurs in or out |
| **Mechanical** | Shutter (two-half), clock wipe (9-point wedge) | Precision — transitions with visible mechanical logic |
| **Grid** | Grid dissolve (12/120 cells) | Fragmentation — the frame breaks into pieces |
| **Destruction** | Page burn (SVG clip-path + canvas rim) | Dramatic decay — the previous scene is destroyed |
| **Other** | Gravity drop, morph circle | Physical or shape-based motion that doesn't fit other categories |
Common quick-picks:
- **Velocity-matched upward**: exit `y:-150, blur:30px, 0.33s power2.in` → entry `y:150→0, blur:30px→0, 1.0s power2.out`
- **Whip pan**: exit `x:-400, blur:24px, 0.3s power3.in` → entry `x:400→0, blur:24px→0, 0.3s power3.out`
- **Blur through**: exit `blur:20px, 0.3s` → entry `blur:20px→0, 0.25s power3.out`
- **Zoom through**: exit `scale:1→1.2, blur:20px, 0.2s power3.in` → entry `scale:0.75→1, blur:20px→0, 0.5s expo.out`
- **Hard cut / smash cut**: instant, for rapid-fire sequences
Timing presets: snappy (0.2s), smooth (0.4s), gentle (0.6s), dramatic (0.5s), instant (0.15s), luxe (0.7s).
**Shader transitions** — 14 built-in WebGL GPU effects. Install with `npx hyperframes add <name>` (block name ≠ shader name — see `skills/hyperframes-registry/references/discovery.md`); full API in `packages/shader-transitions/README.md`.
| Shader | Visual description | Duration range |
| ----------------------- | ---------------------------------------------------------------------------------------------- | -------------- |
| **domain-warp** | Organic FBM dissolve — both scenes warp toward each other with an accent flash at the midpoint | 0.50.8s |
| **ridged-burn** | Multifractal mask reveals the incoming scene through a burn ramp with sparks at the edge | 0.50.8s |
| **whip-pan** | 10-sample horizontal motion blur + lateral crossfade — reads like a camera pan between shots | 0.30.5s |
| **sdf-iris** | Circle SDF expands from center, with accent-tinted glow rings at the expanding edge | 0.50.7s |
| **ripple-waves** | Radial standing-wave UV displacement — content ripples outward as scenes cross | 0.61.0s |
| **gravitational-lens** | Pinch pull toward center + R/B chromatic separation — content bends inward then releases | 0.61.0s |
| **cinematic-zoom** | 12 RGB-offset radial zoom blur samples — motion streak radiating from center | 0.40.6s |
| **chromatic-split** | R/B radial channel shift outward, G fixed — channels separate then rejoin | 0.30.5s |
| **swirl-vortex** | CCW swirl with FBM noise — content spirals away and the new scene spirals in | 0.50.8s |
| **thermal-distortion** | Vertical sine + FBM horizontal displacement — heat-haze shimmer across the frame | 0.50.8s |
| **flash-through-white** | Fade through white midpoint — almost invisible at 0.01s, noticeable at 0.3s | 0.01s0.3s |
| **cross-warp-morph** | FBM vector field displaces both scenes; a third FBM biases the wipe direction | 0.50.8s |
| **light-leak** | Fixed off-frame light source with exponential falloff, warmth, and a ridge flare | 0.50.8s |
| **glitch** | Line displacement + RGB lateral split + scan modulation + posterization + flicker | 0.30.5s |
**You are not limited to what's listed here.** These are the built-in options, but you can and should:
- **Write custom GLSL shaders** from scratch for unique transition effects
- **Search online** for shader code (ShaderToy, GLSL Sandbox, GitHub) and adapt it
- **Build custom CSS transitions** that aren't in any category — combine clip-path, transforms, filters in new ways
- **Ask the user** to provide or find specific effects if you need something specialized
If the storyboard calls for an effect that doesn't exist yet — build it. The framework renders anything a browser can run.
### Depth layers
What's in foreground, midground, and background. Every beat should have at least 2 layers:
- "BG: dark navy fill + subtle radial glow. MG: stat cards with drop shadow. FG: brand logo bottom-right."
### SFX cues
What sounds at what moment:
- "On the capture pulse — a soft, warm analog shutter click."
- "Left side carries a faint low drone. On fold: drone cuts. Silence. Then a single clean chime."
---
## Rhythm Planning
Before writing HTML, declare your scene rhythm: which scenes are quick hits, which are holds, where do shaders land, where does energy peak. Name the pattern — fast-fast-SLOW-fast-SHADER-hold — before implementing.
**Derive the rhythm from the storyboard and the brand, not from a lookup.** A 15-second social ad for an architectural firm and a 15-second social ad for a gaming brand have different rhythms — both are 15 seconds, but one is slow-reveal-hold-CTA and the other is rapid-fire-SLAM-hook. Video type sets constraints (duration, approximate beat count); the brand and content determine whether those beats are slow or fast, sparse or dense, dramatic or controlled.
Questions that drive rhythm decisions:
- What emotional journey should the viewer take? Where is the peak moment?
- Where does the narration land its heaviest emphasis? That's usually where energy should peak.
- What does the brand's own visual pacing suggest — unhurried or urgent?
- How many beats can the duration actually support without feeling rushed or padded?
A social ad that tries to hook in 2s, showcase 3 features, and end with a CTA in 15s will feel like noise. Sometimes "hook-hold-CTA" with one strong feature is the right rhythm for 15 seconds. Name the rhythm you've planned before implementing.
---
## Velocity-Matched Transitions
Exit the outgoing beat with an accelerating ease (power2.in or power3.in) plus a blur ramp. Enter the incoming beat with a decelerating ease (power2.out or power3.out) plus blur clear. The fastest point of both easing curves meets at the cut — the viewer perceives continuous camera motion, not two discrete animations. Match exit velocity to entry velocity within ~5% tolerance.